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Weapons: require explicit pickup model
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1 #ifndef IMPLEMENTATION
2 REGISTER_WEAPON(
3 /* WEP_##id  */ BLASTER,
4 /* function  */ W_Blaster,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 1,
7 /* flags     */ WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ 0,
9 /* color     */ '1 0.5 0.5',
10 /* modelname */ "laser",
11 /* model     */ MDL_BLASTER_ITEM,
12 /* simplemdl */ "foobar",
13 /* crosshair */ "gfx/crosshairlaser 0.5",
14 /* wepimg    */ "weaponlaser",
15 /* refname   */ "blaster",
16 /* wepname   */ _("Blaster")
17 );
18
19 #define BLASTER_SETTINGS(w_cvar,w_prop) BLASTER_SETTINGS_LIST(w_cvar, w_prop, BLASTER, blaster)
20 #define BLASTER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21         w_cvar(id, sn, BOTH, animtime) \
22         w_cvar(id, sn, BOTH, damage) \
23         w_cvar(id, sn, BOTH, delay) \
24         w_cvar(id, sn, BOTH, edgedamage) \
25         w_cvar(id, sn, BOTH, force) \
26         w_cvar(id, sn, BOTH, force_zscale) \
27         w_cvar(id, sn, BOTH, lifetime) \
28         w_cvar(id, sn, BOTH, radius) \
29         w_cvar(id, sn, BOTH, refire) \
30         w_cvar(id, sn, BOTH, shotangle) \
31         w_cvar(id, sn, BOTH, speed) \
32         w_cvar(id, sn, BOTH, spread) \
33         w_cvar(id, sn, NONE, secondary) \
34         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
35         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
36         w_prop(id, sn, string, weaponreplace, weaponreplace) \
37         w_prop(id, sn, float,  weaponstart, weaponstart) \
38         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
39         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
40
41 #ifdef SVQC
42 BLASTER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
43 .float blaster_damage;
44 .float blaster_edgedamage;
45 .float blaster_radius;
46 .float blaster_force;
47 .float blaster_lifetime;
48 #endif
49 #endif
50 #ifdef IMPLEMENTATION
51 #ifdef SVQC
52 void spawnfunc_weapon_blaster(void) { weapon_defaultspawnfunc(WEP_BLASTER.m_id); }
53 void spawnfunc_weapon_laser(void) { spawnfunc_weapon_blaster(); }
54
55 void W_Blaster_Touch(void)
56 {SELFPARAM();
57         PROJECTILE_TOUCH;
58
59         self.event_damage = func_null;
60
61         RadiusDamage(
62                 self,
63                 self.realowner,
64                 self.blaster_damage,
65                 self.blaster_edgedamage,
66                 self.blaster_radius,
67                 world,
68                 world,
69                 self.blaster_force,
70                 self.projectiledeathtype,
71                 other
72         );
73
74         remove(self);
75 }
76
77 void W_Blaster_Think(void)
78 {SELFPARAM();
79         self.movetype = MOVETYPE_FLY;
80         self.think = SUB_Remove;
81         self.nextthink = time + self.blaster_lifetime;
82         CSQCProjectile(self, true, PROJECTILE_BLASTER, true);
83 }
84
85 void W_Blaster_Attack(
86         float atk_deathtype,
87         float atk_shotangle,
88         float atk_damage,
89         float atk_edgedamage,
90         float atk_radius,
91         float atk_force,
92         float atk_speed,
93         float atk_spread,
94         float atk_delay,
95         float atk_lifetime)
96 {SELFPARAM();
97         vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
98
99         W_SetupShot_Dir(self, s_forward, false, 3, SND(LASERGUN_FIRE), CH_WEAPON_B, atk_damage);
100         Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
101
102         entity missile = spawn();
103         missile.owner = missile.realowner = self;
104         missile.classname = "blasterbolt";
105         missile.bot_dodge = true;
106         missile.bot_dodgerating = atk_damage;
107         PROJECTILE_MAKETRIGGER(missile);
108
109         missile.blaster_damage = atk_damage;
110         missile.blaster_edgedamage = atk_edgedamage;
111         missile.blaster_radius = atk_radius;
112         missile.blaster_force = atk_force;
113         missile.blaster_lifetime = atk_lifetime;
114
115         setorigin(missile, w_shotorg);
116         setsize(missile, '0 0 0', '0 0 0');
117
118         W_SetupProjVelocity_Explicit(
119                 missile,
120                 w_shotdir,
121                 v_up,
122                 atk_speed,
123                 0,
124                 0,
125                 atk_spread,
126                 false
127         );
128
129         missile.angles = vectoangles(missile.velocity);
130
131         //missile.glow_color = 250; // 244, 250
132         //missile.glow_size = 120;
133
134         missile.touch = W_Blaster_Touch;
135         missile.flags = FL_PROJECTILE;
136         missile.missile_flags = MIF_SPLASH;
137         missile.projectiledeathtype = atk_deathtype;
138         missile.think = W_Blaster_Think;
139         missile.nextthink = time + atk_delay;
140
141         MUTATOR_CALLHOOK(EditProjectile, self, missile);
142
143         if(time >= missile.nextthink)
144         {
145                 WITH(entity, self, missile, missile.think());
146         }
147 }
148 bool W_Blaster(entity thiswep, int request)
149 {SELFPARAM();
150         switch(request)
151         {
152                 case WR_AIM:
153                 {
154                         if(WEP_CVAR(blaster, secondary))
155                         {
156                                 if((random() * (WEP_CVAR_PRI(blaster, damage) + WEP_CVAR_SEC(blaster, damage))) > WEP_CVAR_PRI(blaster, damage))
157                                         { self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(blaster, speed), 0, WEP_CVAR_SEC(blaster, lifetime), false); }
158                                 else
159                                         { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
160                         }
161                         else
162                                 { self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(blaster, speed), 0, WEP_CVAR_PRI(blaster, lifetime), false); }
163
164                         return true;
165                 }
166
167                 case WR_THINK:
168                 {
169                         if(self.BUTTON_ATCK)
170                         {
171                                 if(weapon_prepareattack(0, WEP_CVAR_PRI(blaster, refire)))
172                                 {
173                                         W_Blaster_Attack(
174                                                 WEP_BLASTER.m_id,
175                                                 WEP_CVAR_PRI(blaster, shotangle),
176                                                 WEP_CVAR_PRI(blaster, damage),
177                                                 WEP_CVAR_PRI(blaster, edgedamage),
178                                                 WEP_CVAR_PRI(blaster, radius),
179                                                 WEP_CVAR_PRI(blaster, force),
180                                                 WEP_CVAR_PRI(blaster, speed),
181                                                 WEP_CVAR_PRI(blaster, spread),
182                                                 WEP_CVAR_PRI(blaster, delay),
183                                                 WEP_CVAR_PRI(blaster, lifetime)
184                                         );
185                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(blaster, animtime), w_ready);
186                                 }
187                         }
188                         else if(self.BUTTON_ATCK2)
189                         {
190                                 switch(WEP_CVAR(blaster, secondary))
191                                 {
192                                         case 0: // switch to last used weapon
193                                         {
194                                                 if(self.switchweapon == WEP_BLASTER.m_id) // don't do this if already switching
195                                                         W_LastWeapon();
196                                                 break;
197                                         }
198
199                                         case 1: // normal projectile secondary
200                                         {
201                                                 if(weapon_prepareattack(1, WEP_CVAR_SEC(blaster, refire)))
202                                                 {
203                                                         W_Blaster_Attack(
204                                                                 WEP_BLASTER.m_id | HITTYPE_SECONDARY,
205                                                                 WEP_CVAR_SEC(blaster, shotangle),
206                                                                 WEP_CVAR_SEC(blaster, damage),
207                                                                 WEP_CVAR_SEC(blaster, edgedamage),
208                                                                 WEP_CVAR_SEC(blaster, radius),
209                                                                 WEP_CVAR_SEC(blaster, force),
210                                                                 WEP_CVAR_SEC(blaster, speed),
211                                                                 WEP_CVAR_SEC(blaster, spread),
212                                                                 WEP_CVAR_SEC(blaster, delay),
213                                                                 WEP_CVAR_SEC(blaster, lifetime)
214                                                         );
215                                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(blaster, animtime), w_ready);
216                                                 }
217
218                                                 break;
219                                         }
220                                 }
221                         }
222                         return true;
223                 }
224
225                 case WR_INIT:
226                 {
227                         BLASTER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
228                         return true;
229                 }
230
231                 case WR_SETUP:
232                 {
233                         self.ammo_field = ammo_none;
234                         return true;
235                 }
236
237                 case WR_CHECKAMMO1:
238                 case WR_CHECKAMMO2:
239                 {
240                         return true; // laser has infinite ammo
241                 }
242
243                 case WR_CONFIG:
244                 {
245                         BLASTER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
246                         return true;
247                 }
248
249                 case WR_SUICIDEMESSAGE:
250                 {
251                         return WEAPON_BLASTER_SUICIDE;
252                 }
253
254                 case WR_KILLMESSAGE:
255                 {
256                         return WEAPON_BLASTER_MURDER;
257                 }
258         }
259         return false;
260 }
261 #endif
262 #ifdef CSQC
263 bool W_Blaster(entity thiswep, int request)
264 {SELFPARAM();
265         switch(request)
266         {
267                 case WR_IMPACTEFFECT:
268                 {
269                         vector org2;
270                         org2 = w_org + w_backoff * 6;
271                         pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
272                         if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
273                         return true;
274                 }
275
276                 case WR_INIT:
277                 {
278                         return true;
279                 }
280                 case WR_ZOOMRETICLE:
281                 {
282                         // no weapon specific image for this weapon
283                         return false;
284                 }
285         }
286         return false;
287 }
288 #endif
289 #endif